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@ -101,7 +101,7 @@ |
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#define FS_TEXFETCH_COL_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY |
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#define FS_TEXFETCH_COL_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY |
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#define FS_TEXFETCH_DS_BODY \ |
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#define FS_TEXFETCH_DS_BODY \ |
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"uniform sampler%s samp;\n" \
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"uniform mediump sampler%s samp;\n" \
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"in vec4 tc;\n" \
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"in vec4 tc;\n" \
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"void main() {\n" \
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"void main() {\n" \
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" gl_FragDepth = float(texture(samp, tc%s).x);\n" \
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" gl_FragDepth = float(texture(samp, tc%s).x);\n" \
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@ -110,7 +110,6 @@ |
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#define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY |
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#define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY |
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#define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY |
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#define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY |
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#define FS_TEXFETCH_DS_MSAA_BODY \ |
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#define FS_TEXFETCH_DS_MSAA_BODY \ |
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"#extension GL_ARB_texture_multisample : enable\n" \
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"#extension GL_ARB_texture_multisample : enable\n" \
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"uniform sampler%s samp;\n" \
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"uniform sampler%s samp;\n" \
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